Blood Elf campaign had a pandaren hero. Granted, you got him after clearing the Exodus bonus level during that same campaign, but still....
Be wary, all ye peoples of Eorzea. I hail from a land called Vana'Diel. In my land, Samurai came forth, and for a time, it was good. Then, it got better. Other jobs fell by the wayside, and yet Samurai got better. The great nerf plague swept the land, and yet Samurai got better. There is no limit to it's power. There is no enemy that it cannot fell. The golden job of Square-Enix hath come!
(Seriously though, what the hell!?)
you could not kill my sam/dnc with my soboro and 5 hit build
No point adding new jobs until giving them a proper place of origin. Let SE finish the classes that is in game on Eorzea first like musketeers, beastmaster, arcanist then they should add new jobs in new zones in full fledged expansion packs.
support my thread
if you add them do not add utsusemi crap
On the subject of Thieves and a thief/ninja class. If this were implemented I would actually like to see its associated guild somewhere outside of the main cities, kind of like how Norg in FFXI was somewhat hidden and out of the way of civilization but still served as a hideaway for thieves and rouges.
Just something of a flavor preference I guess.
...reading at the beginning, I was like "OMG Yayayayay YES!!!" but everything faded away in a second when I read that.
Samurai as a Tank? Are you kidding me? D: Did you ever play Samurai on FFXI? D: it was so powerful, fast, everything but not a Tank!!! How can you ask to SE to reduce this job to a tank!? If they will add Samurai I hope they will add the REAL samurai, not this lol-one you described D: .
Ninja would be an off-tank like is now the MNK and it's ok, ofc the dual-wield would be nice.
you can be a tank and still hit like a beast, look at what war was.
I'm certainly waiting for SAM. Also a ronin is just another word for samurai. Just letting you know.
Quote:
Definition for ronin:
A Ronin was a samurai with no lord or master during the feudal period
RedMage, GunMage, BlueMage plz kthx
For the love of Twelve don't add those classes... Add ones that haven't spent as much time in the spotlight.
Honestly, I'm interested to see how they'll introduce the new classes/jobs.
Thief could probaby expand into Dancer.
Ninja could probably expand into Assasin.
Musketeer could probably expand into Corsair or Gunner.
Samurai seems to be standing alone in this case.
Now what about SMN? Could it expand into BST? Or vice versa? Or is that where PUP comes into play? Hm...
If SE want new subscribers the the most obvious new job would be pornstar, closely followed by untalented singer and pointless clelebrity that is famous but nobody is exactly sure what for.
ninja
mother of god please
I think the class system will make more sense once they introduce more jobs per class. You level 1 Class, and it allows you to branch out and play multiple "roles" or variations of that type of class.
I never really understood the purpose of keeping the Class/ Job system until I thought of it that way.
I personally feel that 2 more mage classes and a 2nd job for each current class need to come before anything else. Although really they should just integrate DoM into DoW especially if they are going this route were a lot of traditional FF jobs use magic and melee anyways...
add this class instead
Arcanist GM in Camp Horizon
What is the point is asking for SAM or NIN when you don't specify how you would like the class/job to function? Very silly people.
So these comments don't come from this thread Mr Smarty Pants?
That was just the previous page...please try harder next time Mr Smarty Pants.
The Final Fantasy IP needs more easily-recognizable tanks. If each job had talent trees or specializations then I could get behind SAM having a DPS and a tank spec. As that isn't the case, my suggestion stands. And I say that as someone who would have no issues with a Holy Knight spec Paladin with Holy Sword skills.
For NIN I'd go for more of a physical/magic combo user with combos that focus on enfeebling a foe. So you could have something like:
Slash=Single Target dmg
Suiton=Single target water dmg Combo:"Slash" Reduces dmg for chance to inflict poison
I"d also give them a self eva buff called Mirage would would give them 3 images that grant an eva boost, but rather then those buffs be used for negating dmg you would be able to use 1 mirage charge to increase the potency of an action.
With mirage active and 3 images the potency would be 100% when you are hit by a crit attack you lose 1 image and by having 2 images the ability would only be 66% as effective and then with 1 33% effective.
As for Samurai I think there's a way to work in the Draw Out ability by adding two stances to SAM. One stance would focus on obtaining "focus" charges the more parries you perform while the other stance would improve your focus based on not getting hit.
Something like:
No stance:Focus goes up 1lv every 20 seconds
Tank stance:Focus goes up every parry and every 40 seconds
Melee stance: focus goes up every 15 seconds up to 10 seconds if you remain undamaged, being hit resets it back to 15.
Then certain abilities mainly finisher combos could be tailored around Focus, though to make things more interesting perhaps have it where a focus isn't used up during a combo so if a 3 step combo has 2 Focus in it the Focus won't dissapear unless it's the last move, you miss the next action or the combo timer runs out.
Something like, let's say the focus limit is 10.
So
Sheath Slash:Single target attack
Focus:
1=Reduces recast slightly
3=Increases dmg
6=Creates Cone attack
10=Charged attack which may reduce enemy defense, increases recast
Then maybe SAM could have 2-3 more melee actions with this same concept to give them variety on when they should time their actions to get the most out of it.
Then let's say we have this combo:
Sheath Slash
Spiral Slash: Two-fold melee attack Combo:Sheath Slash chance to cause Bleed effect
Phoenix Slash:Fire Based single target attack Combo:Spiral Slash:Grants Focus effect
Focus:
1=Increases dmg
3=Changes to AOE
6=Chance to Burn target
10=All of the above plus AOE regen for party members in range.
--------
But ya just to make sure things are understood when it comes to focus it works like this
When Focus is involved in a combo it'll remain at said value til timer runs out or action misses so you won't run into an instance in which a person could exploit the "focus" in a combo by using Sheath Slash letting the combo timer run out and still have the focus to use the lv 10 focus ability with Sheath Slash again.
What I meant by physical is that attacks would still consume MP and have effects, but not be subject to magic resistances and such. Of course, to balance things out ninjutsu would probably have to be low potency at the baseline. Kind of like....the difference between Weight and Leg Rend; both could reduce movement speed, but one is through magic and the other was done through a weapon attack. I do like the mirage idea, though.
As long as Ninja get's a facemask. That really annoyed me in ff11.
Well, have to admit the open face protector thing made the following possible:
http://i.wikiwiki.jp/onmyotetsu/?plu...tanaininja.JPG
Can't have the identity protector eye thing if you're already covering everything but the eyes...
Honestly, I'd prefer XIV to house some of the more obscure and underused jobs, instead of the same old, same old. Forget Red Mage, let's have Green Mage, or even Geomancer! Forget Ninja and Samurai, let's have Viking and Magic Knight, or maybe a cool Berserker class. Hell, I'm all for Mime and Gambler! Machinist, Arithmetician, Chemist, Trickster, Cannoneer...so many other things I would prefer over Ninja and Samurai again
Please for the love of the twelve add unique classes and not more XI rehash.
people want traditional jobs first.
Maurader/Warrior are already the berserker/Viking/Pirate type job already I can see Berserker maybe being a different type of DD job. Also, with Magic Knight is already close ties Paladin and Dark Knight (it will come).
Everything else I agree, I know you are taking you list from FFT Advance1&2, cuz I do as well. I dont even play mage based jobs, but it would be cool to see a Geomancer, Time mage, Red Mage(buffs debuffs)<<<Fencer class could branch of to this and even Samurai, Blue mage can definitely come back, Musketeer can take skills from Cannoneer and Trickster, Mime might be a little hard to balance and is kind of a "mimic a little of every class in the game, if they mimic the mobs it might be a little to close to Blue mage, Beastmaster/Tamer can come back as well, having an actual pirate class/job would be a good thing and the Gambler class could share its skills with that, the Arcanist guild that's in the game could be linked with acquiring the Mechanist job.
Now the Chemist job would actually be a very cool healer/buff/debuff job that deals heavily with throwing/targeting players with potions, elixirs, drops, phoenix downs...etc. They could have a default potion, elixir, drops, skill list that doesn't require purchasing of those same items. Or purchasing those items and using them could build up on a knowledge meter and when full the said item is able to use without purchasing from nps or players any longer. Having an alchemy job level'd would gain benefit to the Chemist or it would simply be a requirement to get the Chemist job. Guns/pistols would be their weapon of choice, with maybe musketeer being the other class needed to unlock it.
Yoshi Has a lot to choose from. But cool factor must always be in a game. Which is why Thief, Ninja, Samurai's and Dark Knights will be coming by default. These are the jobs that bring in the crowd. And two of them are heavy on Asian culture. So yah can't wait for it all to happen, I love my DD's and Dragoon is somewhat keeping me satisfied, but the game doesn't have a proper fast DD job yet.
I keep seeing the same tired tripe over and over about how 'they should wait until an expansion pack to add classes like Sam and Nin'. or 'They need to concentrate on getting 2.0 out first before they add new classes'.
Has no-one thought about the fact that 2.0, whilst being a rebuild of our current game true, is pretty much an expansion pack? and new classes being added would give folk who have a roster of 50's a new level 1 experience of the new game? New classes should most DEFINATELY be added for 2.0, i'd say two or three of them minimum.
Given what yoshi-p said in interviews, the likely 3 are,
Arcanist(class) - Summoner(job)
Musketeer(class) - unknown(job)
Scout(class) - Ninja (job)
Due to playerbase demand, a class that branches into Dark knight is likely aswell, however since nothing has been said at interviews on such aside from 'we're looking into adding two handed swords to the Gladiator class', we have nothing to go on there.
Even though we're all confused and think there's going to be lots of trouble with the class/job system and how each of them are going to branch into eachother...at least we know that SE and Yoshi have it under control and know exactly what they're doing. Now they're just waiting to reveal the details.